These physics now apply to only zombies and pigs because making the ragdoll skeletons isn't that easy, but I hope with your support we can do it! :3

Seeing the name you probably already know when you can see these physics (─‿‿─). The standard death animation has been replaced with a ragdoll corpse that interacts with the enviorment, other entities and you :P.

So how is the modding coming, considering that it's been quite a while since any updates for anything? And also, concerning this mod i've never been able to see my own ragdoll when my character dies, and some other things seem a bit buggy. I don't know if it's just me or not. Also, i remember awhile back you said this new ragdoll corpses update would come for the 1.7.10 version as well as 1.8, so is that still happening or did you decide it was too much work?

When i spawn in a ragdoll with an arrow its just the player arm. also for me player ragdolls don't work, using a hoe to delete the ragdolls crashes the game and all the ragdolls that do work are black whenever they are inside a block(even grass). Please fix soon!

Okay, hmm. Are they performing the vanilla "lay over and turn red" death animation without the mod installed? If not, then the server probably isn't actually killing them, but just teleporting them and refilling their health. Or just straight-up removing them from the world to disable mob drops.

Nevermind. They do have corpses but. When i play on GTAMC And I kill a zombie with my gun, It shows its corpses and crashes. Here is the report

---- Minecraft Crash Report ----

WARNING: coremods are present:Contact their authors BEFORE contacting forge

// This doesn't make any sense!

Time: 1/01/16 8:36 AMDescription: Unexpected error

java.lang.NullPointerException: Unexpected error at net.gobbob.RagdollCorpses.event.EventHandler_Ragdoll.onPlayerInteract(EventHandler_Ragdoll.java:136) at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_10_EventHandler_Ragdoll_onPlayerInteract_PlayerInteractEvent.invoke(.dynamic) at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:55) at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140) at net.minecraftforge.event.ForgeEventFactory.onPlayerInteract(ForgeEventFactory.java:124) at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1518) at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2041) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1028) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:345) at net.minecraft.client.main.Main.main(SourceFile:120) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:483) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------

-- Head --Stacktrace: at net.gobbob.RagdollCorpses.event.EventHandler_Ragdoll.onPlayerInteract(EventHandler_Ragdoll.java:136) at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_10_EventHandler_Ragdoll_onPlayerInteract_PlayerInteractEvent.invoke(.dynamic) at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:55) at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140) at net.minecraftforge.event.ForgeEventFactory.onPlayerInteract(ForgeEventFactory.java:124) at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1518)

Does it crash? Or do player corpses not appear? If the second one is trur, is it a mini-game, and if yes, are players actually dying and seeing the gameover screen and have to respawn, or teleported to the spawn with full health instead.

For some reason, away from my dev-workspace, the interaction event is called twice, causing the ragdoll to be picked up and then immediately put down, hence the bug :). On the other hand, the left-click is called once, so that is why it works. I have it fixed now, so I'll be uploading the fix shortly.

If you have any more problems or notice any bugs, please let me know :).

Actually This is a great idea since this mod takes sense to real life. It addeds real life science. Actually this mod makes the game more realistic. I mean if you DIE you will actually disappear and transform into smoke and thats just actually kind of weird but yeah this is too long explanation but yeah lets just skip it like this (Explains more Boring Science Thingies﻿)

I actually just realized that you are the creator of my favorite animated character (like) mod which is MoBends actually i use it all the time until animated player updated to 1.7.10. but i kinda missed the sword animations XD

I see what you mean, and that would be great, but the lack of my free time is unfortunetelly giving me a hard time, so I just wouldn't be able to sustain another mod seeing that I can't even properly sustain Mo' Bends and Ragdoll Physics xD. I just am experiencing the lack of time, and I wish I could have more of it, but well :).

Ok... do you know any other modders who might want to make it? Or would you perhaps have time to make it during the christmas holidays?btw i kinda know what its like for you cause i just started a new school too... wish i knew how to code...

The development process isn't hapening regularly because of my new school, which I need to focus all of my resources on atm :). So I can't really tell, I am working on it when I have free time.I would say 70% done, but I may consider publishing the update and then trying to optimize the engine in the next one =3. You know, to make it less glitchy, and more realistic. Also, being able to pick up ragdolls and throwing them around is all I want to do xD.

When u add multiplayer support and mo bends support pls update hte 1.7.10 versions as well as the 1.8 versions so people can use them in modpacks!(also Gobbob pls try the mod with the LOTR mod it works suprisingly well(i think the npcs are based of the zombie ai))

Yeay!!!!! Now my modpack will be ausome withouth having to wait like 10 updates. btw do u have an estimate as to when teh new update will come? Also how did u do it(i thought u needed a physics engine for ragdoll bodies)?

IT crash when i save and quit to title ---- Minecraft Crash Report ----// Sorry :(

Time: 7/23/15 8:58 PMDescription: Unexpected error

java.lang.NullPointerException: Unexpected error at net.gobbob.RagdollCorpses.physics.RagdollCorpse.getDistanceToPlayer(RagdollCorpse.java:127) at net.gobbob.RagdollCorpses.event.EventHandler_Ragdoll.onClientTick(EventHandler_Ragdoll.java:54) at cpw.mods.fml.common.eventhandler.ASMEventHandler_66_EventHandler_Ragdoll_onClientTick_ClientTickEvent.invoke(.dynamic) at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138) at cpw.mods.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:330) at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2052) at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887) at net.minecraft.client.main.Main.main(SourceFile:148) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:622) at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------